Originally posted by OoPpEe
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ID1_MP1_Textures_Animated_Reflecting
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Hello OoPpEe,Originally posted by OoPpEe View PostYeah it would be awesome for Darkplaces to add in a reflect/chrome option by using the texturename_reflect.tga
Make it required to be a greyscale image and:
pure white = 100% reflective
black = 0% relection
So you could make different parts have varied reflection.
I dont fully understand what Nahuel answered to your post due to my english.
But I wanted to add this for you:
The greyscale image is exactly what the "xxx_reflect" is doing already:
- The white areas of the texture are 100% reflective
- The darker areas are less reflective
- The black areas are not reflective
The only problem is, that the "xxx_reflect" texture only works with the dpreflectcube shader.
That means you will never have a real LIVE mirror.
It will always use the cubemap textures for the reflection.
But I know your skills OoPpEe, and you will be able to create clever cubemap textures, with very little entities on them, that will not spoil the reflection visual.
And with these cubemap textures the visual will always be good, independent in which room you are.
Maybe make simple one colored bright ones ?
I didnt test it with different cubemaps.
But I think to get the chrome look, simple bright colored cubemaps will be the key.
In the clip above I used Nahuels enforcer cubemaps (cause I am lazy)
Nahuel created these cubemaps in E1M1 (first room).
I guess you can improve the chrome look with "clever" cubemaps.
I am very sure, that we will see much more beautiful things regarding this "reflection topic" in the near future.
Thank you Nahuel again to bring this new idea to us newbs.
I am excited to see what our great modders will reveal.
Webangel makes a great start with her pack.
Regards,
Seven
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Hello,
Due to the fact that there seems to be a big interest in the "chrome barreled shotguns", I also made the v_shot and want to give them to you.
Remember, there is still much room for improvement in them.
But feel free to take them as a base for your own improvements/ideas.
Have fun,
Seven
PS: Jakub, I owe you so much, that I am happy to give you this little pack.
DOWNLOAD
There is a new small clip that shows both.
(best viewed in 720p)
[ame=http://www.youtube.com/watch?v=5J9QI0MPK10]shotguns dpreflectcube - YouTube[/ame]
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Very nice work seven!!Originally posted by Seven View PostHello,
Due to the fact that there seems to be a big interest in the "chrome barreled shotguns", I also made the v_shot and want to give them to you.
Remember, there is still much room for improvement in them.
But feel free to take them as a base for your own improvements/ideas.
Have fun,
Seven
PS: Jakub, I owe you so much, that I am happy to give you this little pack.
DOWNLOAD
There is a new small clip that shows both.
(best viewed in 720p)
shotguns dpreflectcube - YouTube
If you want to make an HD cubemap itīs very simple.
in console write "envmap seven 512"
"Envmap" is the command, "seven" the name of the cubemap and "512" the resolution (try with 1024, 256, etc..). THe new cubemaps will appear in gamefolder/env. Enjoy
the invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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hi Seven
i got the effect i wanted once i used your new shader
this is what i have pasted from yours...nice upload Seven.
shotgun2
{
{
map textures/shotgun2.tga
rgbGen identity
depthFunc equal
}
dpreflectcube textures/cubemaps/shot
{
map $lightmap
blendfunc add
tcGen lightmap
}
{
map $lightmap
rgbGen identity
depthFunc equal
}
}
doublebarrel
{
{
map textures/doublebarrel.tga
rgbGen identity
depthFunc equal
}
dpreflectcube textures/cubemaps/shot
{
map $lightmap
blendfunc add
tcGen lightmap
}
{
map $lightmap
rgbGen identity
depthFunc equal
}
}
i tried to implement this before but the gun was orange...i think maybe because i had the cubemap in the id1/cubemaps instead of textures/cubemaps
well done Seven
this new shader is perfect.
good idea Nahuel about the high res cubemap
[ame]http://www.youtube.com/watch?v=H8mGu_XLeN4&feature=player_profilepage[/ame]
regards
SeanLast edited by seanstar; 10-21-2011, 06:45 PM.
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do you speak of a light beam???Originally posted by bluntz View PostAny chance that dprefract function adds refraction to get this effect?
I can add a bsp external model like an external entity in the window whit a nice texure and shader (and some alpha off course). I will try tomorrow
the invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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I made a test with this!! but i will fix it for quakeOriginally posted by bluntz View PostAny chance that dprefract function adds refraction to get this effect?

[ame=http://www.youtube.com/watch?v=_Bsxc8bpvW4]beamtest_darkplaces.avi - YouTube[/ame]the invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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Very Nice,
Now maybe add the two effects for scaled refracted reflections would be outstanding. A smoky beam with rippling reflection maybe ?
WARNING
May be too intense for some viewers.
Stress Relief Device
....BANG HEAD HERE....
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This effect is similar to what is used in FEAR and HalfLife2
Crystal shader
It may be useful for reflection on liquids.
Imagine seeing a monsters reflection in a river bend just as you creep around to it in the moonlight silhouetted in moonbeams and some ground fog.
I worked for MGM and Universal studios in the 90's and helped build the Fantasmic set where we used a projector behind a spray of high pressure
mist for the screen.
Propane lines at the water level around the moat breathed fire with fog machines made for one spooky dragon reflected off the water.Last edited by bluntz; 10-21-2011, 08:50 PM.WARNING
May be too intense for some viewers.
Stress Relief Device
....BANG HEAD HERE....
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Whooow, a lot of youtube clips here on this page.
@ Seanstar
Yes, your Doom3 weapon-set is perfect for the use of reflections, cause they are mainly made of metal.
Seeing your clip, I noticed that your complete weapon (i mean every part) is reflecting. It seems that even the hand does it (but this is hard to tell from that clip).
Try to seperate some weapon parts. Make the real metal parts shine like they do now and reduce the effect on other parts of your guns. You know how to do this i guess.
Just an idea... Maybe worth a try.
@ bluntz
your light beam clip is exactly what we need next.
Just like FC Zvyozdochka said (we all know it from Tenebrae).
But your second clip:
Do you really want your Quake to look like plastic ?
Every wall and pillar/column shines like they are made of plastic.
That looks terrible for me.
Quakeīs world textures should be rough, and everything else but shiny/reflective.
That is just my opinion of course.
@ Nahuel
As far as I understand your post, your way of adding the light beam is done by editing the map (bsp) file ?
So we would need a new "start.bsp" file ?
Hmmm, I also think that adding such a effect is only possible via a texture + shader if the engine doesnt support another way. And we all know, there is no brush or model on this map position.
Tenebrae supported it engine-sided, because it uses the same map file.
Tenebrae was a tech-demo and specially designed for eye candies like this.
If DarkPlaces does not support it, and we need new map files (with external models),
it would mean we need new map files for all the different maps that have these windows (not only "start.bsp")...
That is of course not the best option. But it seems the only one we have at the moment.
I am very interested what Spike and MH say regarding this point.
Maybe they could drop some lines here ? That would be nice.
Kind regards,
Seven
But guys, dont forget, we are getting more and more offtopic to webangels intention.
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